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synced 2026-07-30 00:15:47 -04:00
tidies some things up and removes SOE memory manager overriding
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@@ -77,13 +77,6 @@ const GameNetworkMessage & MetricsData::getDataToSend()
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void MetricsData::updateData()
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{
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m_data[m_memoryUtilization].m_value = static_cast<int>(MemoryManager::getCurrentNumberOfBytesAllocated(static_cast<int>(Os::getProcessId())) / 1024);
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m_data[m_memoryUtilizationNoLeakTest].m_value = static_cast<int>(MemoryManager::getCurrentNumberOfBytesAllocatedNoLeakTest() / 1024);
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m_data[m_memoryAllocated].m_value = MemoryManager::getSystemMemoryAllocatedMegabytes() * 1024;
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#ifndef _WIN32
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m_data[m_memoryVmSize].m_value = MemoryManager::getProcessVmSizeKBytes(static_cast<int>(Os::getProcessId()));
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#endif
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//deal with frame time
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float frameTime = Clock::frameTime() * 1000;
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float oldFrameTime = m_frameTimeHistory[m_frameTimeHistoryIndex];
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